Friday, June 24, 2016

1974 Style / Sci-Fi: Slugs, Lasers, and Plasma

While I've been on a Strange Stars kick, I wanted to write some more modifications to "1974 Style." It's hard to say which one I like more: Microlite20 or 1974 Style. Both have a lot of modification possibilities and while Microlite20 has a larger community that encourages modification, 1974 Style cuts things down to the bone for quick and easy pickup. It also feels like 1974 is the Underdog. Google the term "1974 Style RPG" and you get me, Sophia Brandt's "die Heart" post and 1974 Style page from RPG resources. So it is the underdog, which is why I'm inclined to write about it a little more since Microlite20 has enough fans working on it right now.

Now let's get into some tech.

Option Rule: This rule borrows the "ammo die" rule from Black Hack rpg. So if you like adding a little bit of dynamism to your ammo rolling instead of keeping track of bullets, you might like this.




The following are rules that deal with three dominate forms of weaponry: Standard issue Slugthrowers, state of the art Lasers, and advanced Plasma technology.

Slugthrower (Colonial Arms Liberator M-1 Pistol and M-2 Rifle, Specter SSMG)

"Whether it's for hunting or personal defense, you can be glad when you reach for your nano-modifying automatic pistol that it's a quality gun. That it's Colonial Arms." - Sales pitch from Colonial Arms spokesbot to customer.

Brief: Slugthrowers are typically the easiest to purchase in the Wilds of space. While the magnetic projected shards have difficulty penetrating heavily armored objects, such as vehicle armor, the nano devices implanted in the slugs have the ability to mold the weapon to user specification (also known as Smart-Ammo).

Ammo Count: 30/60 rounds or d8/d10 for pistol or rifle respectively.

Semi-Automatic Fire (Semi)
Weapon: Pistol or Rifle
Damage: 1d6 (Pistol), 1d8 (Rifle)

Advantage: Standard firing and ammo consumption. Using ammo die rule, a roll should not be called for until the end of a combat scene.

Disadvantage: No extra modification or bonus.

Burst Fire
Weapon: Pistol or Rifle
Advantage: Adds +2 to Attack and Damage.

Disadvantage: Eats up 3 rounds in a burst. Using weapon die rule, an ammo die is immediately rolled for using burst fire.

Suppressive Fire
Weapon: Rifle
Advantage: Hits all characters in front of the user who are not in hard cover dealing half-damage only. Those on defensive can make a Saving Throw to dive out of the way and negate damage.

Disadvantage: Eats up 6 rounds in a burst. Using weapon die rule, this weapon must make an immediate ammo die check.

Incendiary
Weapon: Pistol or Rifle

Advantage: Increases damage by 1 die type (1d8 for Pistol / 1d10 for Rifle)

Disadvantage: Slow fire. Weapon must wait a round to cool to avoid possible explosion (cumulative 5% per continuous use. This decreases by 5% every round the weapon is allowed to cool)

Stun
Weapon: Pistol or Rifle

Advantage: Weapon deals reduced in damage by 1 die type (1d4 Pistol / 1d6 Rifle) targets struck must make a saving throw of TN 10 + Stun Damage taken. On a failure the falls to the ground, dropping all held equipment and unable to move for 1d4 rounds.

Disadvantage: Damage is non-lethal and reducing a character 0 hit points leaves them alive, but incapacitated.

Laser (Energy Dynamics "Excelsior!" Pistol, "Eureka!" Rifle)

"While it lacks the sound and fury of slugthrower, I find lasers to be lighter, more accurate, and ergonomically correct for my hands. I wouldn't trade my laser for all the suppressive fire in the sector." -Rikki Rexly, Procyon Merc.

Brief: Lasers rifles and pistols are compact direct energy weapons that use a multi-focus crystal core to direct light and heat at a target. This is a weapon of choice for assassins, deep space combat, and corporate security who prefer discretion over intimidating loudness.

Laser Pistol
Damage: 1d6
Ammo Die: 1d12
Advantage: +1 Attack (Accuracy), Plate Piercing (Can cause damage to lightly armored vehicles).
Disadvantage: -2 Attack when firing through fine particles (such as sand) or reflective surfaces (such as mirrors)

Laser Rifle
Damage: 1d8
Ammo Die: 1d12
Advantage: +1 Attack (Accuracy), Burst Fire (+3 Attack, +2 Damage)
Disadvantage: -2 Attack when firing through fine particles (such as sand) or reflective surfaces (mirrors), Burst Fire eats up 3 points on a battery (using die rule, character must make an ammo check after using burst fire).


Plasma (New Sun "Dominator" Pistol, M1 "Imperator" Rifle)

"Dangerous beauty.
Green orbs, sailing through the air.
They melt flesh from bone." -Saurian war poem

Brief: A recent development on the galactic scene is the highly potent plasma energy weapon (commonly known as "Plasma Pistol" or "Plasma Rifle") These weapons use a micro-fusion core to generate and fire spheres of plasma at a target with a loud hiss as the heat touches the air.

Plasma Pistol
Damage: 1d8
Ammo Die: d10
Advantage: Flammable (targets struck must make a Save or catch on fire. Characters on fire take 1d6 points of damage per round until they can put out the flames)
Disadvantage: Slow firing rate (1 shot per round)

Plasma Rifle
Damage: 1d10
Ammo Die: d12
Advantage: Flammable (targets struck must make a Save or catch on fire. Characters on fire take 1d8 points of damage per round until they can put out the flames)
Disadvantage: Slow firing rate (1 shot per round)

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